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Copy pathCamera.cpp
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103 lines (88 loc) · 2.88 KB
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#include"Camera.h"
// Constructor to initialize camera with width, height, and position
Camera::Camera(int width, int height, glm::vec3 position)
{
// Set the width, height, and initial position of the camera
Camera::width = width;
Camera::height = height;
Position = position;
}
// Function to create and send the camera matrix to the shader
void Camera::updateMatrix(float FOVdeg, float nearPlane, float farPlane)
{
// Create view and projection matrices
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
// Calculate the view matrix using the camera's position and orientation
view = glm::lookAt(Position, Position + Orientation, Up);
projection = glm::perspective(glm::radians(FOVdeg), (float)(width / height), nearPlane, farPlane);
cameraMatrix = projection * view;
}
// Function to send the camera matrix to the shader
void Camera::Matrix(Shader& shader, const char* uniform)
{
glUniformMatrix4fv(glGetUniformLocation(shader.ID, uniform), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
}
void Camera::Inputs(GLFWwindow* window)
{
// Handles key inputs
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
{
Position += speed * Orientation;
}
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
{
Position += speed * -glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
{
Position += speed * -Orientation;
}
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
{
Position += speed * glm::normalize(glm::cross(Orientation, Up));
}
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
Position += speed * Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS)
{
Position += speed * -Up;
}
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
{
speed = 0.4f;
}
else if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
{
speed = 0.1f;
}
// Handles mouse inputs
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
if(firstClick)
{
glfwSetCursorPos(window, (width / 2), (height / 2));
firstClick = false;
}
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
float rotX = sensitivity * (float)(mouseY - (height / 2)) / height;
float rotY = sensitivity * (float)(mouseX - (width / 2)) / width;
glm::vec3 newOrientation = glm::rotate(Orientation, glm::radians(-rotX), glm::normalize(glm::cross(Orientation, Up)));
if (!((glm::angle(newOrientation, Up) <= glm::radians(5.0f)) or (glm::angle(newOrientation, -Up) <= glm::radians(5.0f))))
{
Orientation = newOrientation;
}
Orientation = glm::rotate(Orientation, glm::radians(-rotY), Up);
glfwSetCursorPos(window, (width / 2), (height / 2));
}
else if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_RELEASE)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
firstClick = true;
}
}